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Comparing workstation variants in VR: digital workstation design that holds up

Written by
Jana Steinmetzger
|
Mar 23, 2025

Summary

Digital workstation design gains value when you really compare variants: material on the left or right, a working height of 920 mm or 1,050 mm, a walking route of 3 m or 6 m.

Digital workstation design gains value when you really compare variants: material on the left or right, a working height of 920 mm or 1,050 mm, a walking route of 3 m or 6 m. On paper, much seems consistent until the first trial run shows that grasping areas are exceeded, the view is blocked, or the takt time tips over. This is where variant comparison in VR comes in: you experience the sense of space, reach, and collisions at 1:1 scale before you have to rebuild.

Without a walkable model, much remains abstract. 2D plans and screenshots obscure distances, postures, and bottlenecks. The result is ergonomic weaknesses, unnecessary routes, and rework shortly before start of production (SOP). In VR, digital workstation design becomes tangible: you compare variants based on measurable criteria and make decisions your team supports.

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Why is variant comparison in digital workstation design so difficult?

In everyday work, several factors condense into trade-offs: component position, grasping paths, working heights, material supply, lines of sight, and safety distances. Even shifts of 50 to 150 mm can turn a comfortable grip into a problematic posture. A small load carrier (SLC) that sits "within reach" on the plan requires 200 mm more reach in reality and an additional twist of the upper body. Once replenishment pallets, tool carts, or displays come into the layout, routes and viewing angles shift permanently.

Assessment at the desk often underestimates spatial depth. A rack looks slim in CAD but blocks the view of the inspection lamps in the room. An aisle seems clear until the body's turning movement shows that 500 mm of clearance is not enough. The same applies to working heights: 920 mm feels different for fine-motor tasks than for force-intensive grips, and the right height depends on grasping depth, part variance, and awkward postures.

The consequences are familiar: loops in production planning, rebuilds shortly before SOP, longer cycle times from unnecessary steps and posture changes, and quality risks from blocked views or unsafe grips. If you only correct variants during operation, you pay with time, budget, and acceptance in the team. A reliable comparison therefore checks reach, grip height, route length, visibility, and clearances together, and at real size.

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How does VR make variant comparison objective, fast, and jointly supported?

In a walkable model, you experience distances, heights, and depths immediately. You check grasping areas with your own body and with grasping area avatars, which in Halocline show the optimal and maximum grasping area for gender and body height, calculated according to DIN 33402-2 and DIN EN ISO 14738. This lets you see right away whether the main grips sit in the optimal grasping area. You assess displays, scales, and inspection lamps from the actual head and body position, including for working heights of 920, 980, or 1,050 mm.

Ergonomics and safety questions become concrete. You feel bending, twisting, or overhead work yourself, and if you record the workflow, the ergonomics analysis based on the key indicator method marks problematic object movements in yellow or red. You see whether the clearance at bottlenecks is enough, where turning movements bump into things, and which arrangement relaxes the movements. While you walk through, Halocline displays the minimum passage width, and the collision check reveals conflicts before they cause problems in reality. This lets you steer route optimization and grip zones based on data instead of guesswork.

Iteration gets noticeably faster. You move a container by 100 mm, raise the work surface from 920 to 980 mm, or mirror the material supply and check the effect directly in the model. This saves rebuilds, shortens alignment, and focuses attention on the variants that are really better. It's especially effective in a team: one person walks through the model in VR while the others follow the walkthrough in spectator mode on screen. Everyone sees the same geometry and decides based on shared impressions instead of individual screenshots. This makes the comparison more objective and the decision more binding.

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How do you use Halocline pragmatically, from criteria to decision?

Halocline, the planning platform for production layouts and workstations, offers a direct start in workstation design in VR with no training required and without CAD data. You work with a library of tables, racks, carts, and containers, adjust dimensions, and vary layouts on the desktop and in VR. You create variants as copies and check movements and postures at real scale. The recording gives you routes in meters, and you measure reach and grip heights in millimeters with the measuring tool.

  1. Define the criteria that drive the decision: ergonomics, grasping and walking routes, cycle time, and safety often form the basis. Set limits, for example grip heights of 900 to 1,050 mm, frequent grips in the optimal grasping area, aisle and traffic route widths according to the German workplace rule ASR A1.8, and a walking route per cycle of under 4 m.
  2. Capture the current situation properly: measure relevant dimensions in millimeters, document material flows, and note constraints such as columns, entrances and exits, or connection points. Record the takt and the critical tasks where posture changes occur.
  3. Model two to three variants: position the workbench, racks, containers, and pallet spaces with real dimensions. Vary them in a targeted way, for example material on the left instead of the right, a table height of 920 mm versus 1,050 mm, or a 200 mm pallet riser. The goal is not variety but clarity about the parameters that matter.
  4. Walk through the variants in VR: check grasping areas, postures, and lines of sight from the operator's perspective. Watch for bending, twisting, and hand changes. Where movements brush against edges or carts, adjust in steps of 50 to 100 mm until the grips sit comfortably in the optimal grasping area.
  5. Measure and document: record grip heights, reach, route lengths, and clearances, add screenshots from critical angles, and note the visibility of displays. For time estimates, you transfer recorded workflows into an MTM analysis via the MTMmotion export (add-on) and use it to justify differences in cycle time.
  6. Derive the decision: where there are trade-offs, weight them transparently. A variant with a 3 m walking route and a neutral posture can be better than one with a 2 m route and repeated bending. Document the trade-offs so that the decision holds and stays traceable later.
  7. Transfer to the layout and check again: walk through the chosen variant once more in VR and check whether the final dimensions fit and all clearances are maintained. This avoids loops before SOP and secures acceptance on the shopfloor.

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Which metrics help you compare?

Grasping areas show what can be reached without changing posture. Frequent grips belong in the optimal grasping area, as a rough guide within about 400 mm in front of the body. Recurring grip heights between 900 and 1,050 mm keep the shoulders relaxed, depending on body height. Lines of sight to displays, scales, or inspection lamps must stay clear so that inspections are possible without turning the upper body. You lay out spaces for containers and pallets with real dimensions such as 1,200 × 800 mm and align clearances at aisles with ASR A1.8.

You measure walking routes in meters per cycle and relate them to the cycle time. In addition, you count movement shares such as hand changes, turns, and grasping sequences. You document collisions and insufficient clearances as clear deviations. Together, this creates a catalog of criteria that separates variants clearly. You export the material list as an Excel file, optionally with two variants compared directly.

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What does variant comparison look like in typical scenarios?

Assembly station: material on the left or right

In variant A, the main grips sit on the left within 400 mm at a working height of 980 mm. There's no need to turn the body, and the replenishment route stays at 3 m. If you mirror the material to the right and lower the working height to 920 mm, the reach grows to 600 to 700 mm, an additional posture change occurs, and the walking route to the replenishment pallet increases to 4 m. The better solution combines short grasping paths with a neutral posture and a clear view, and the cycle time benefits directly.

Packing station: working height and pallet

At the packing station, 1,050 mm seems attractive at first because the labels are easy to see. Lifting from floor-level pallets, however, forces heavy bending. With a 200 mm riser and a working height of 980 mm, bending decreases without affecting visibility. The label printer moves to within 1.0 m of the packing spot, at a height of 1.2 m, and the walking route halves from 6 to 3 m. Together, the raised pallet, medium working height, and short distance stabilize cycle time and quality.

Changeover station: position of the tool cart

At the changeover station, a tool cart on the right at a distance of 700 mm collides with the turning movement. At 900 mm, the collisions disappear, but the grasping paths get longer. A frontal position at 800 mm with a grip height of 1,050 mm avoids contact, keeps the main grips in the favorable range, and shortens the way back to the workstation by around 1 m. In VR, this balance between clearance, grasping path, and visibility is immediately clear.

Variant workshop: walk through, measure, decide

Variant workshops show the strength of joint walkthroughs. One person leads through the models in VR while the team follows the walkthrough in spectator mode. You switch between variants, check grasping areas and routes, and record measurements and notes with dimensions and labels directly in the model. Clear roles and tight time slots, for example 15 minutes of walkthrough, 5 minutes of measurement, and 10 minutes of decision-making, prevent endless discussions. Open points go into the next iteration instead of postponing decisions altogether.

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How do you avoid typical pitfalls?

You trace unclear criteria back to measurable goals and prioritize them. You reduce too many variants with a funnel approach: screen roughly, discard a lot, deepen a few. You temporarily replace missing data with cautious assumptions and check them with a quick measurement round on the shopfloor. Halocline supports exactly this way of working with small positioning steps, direct checks in VR, and clean documentation, until the variant is solid. At Siemens in Karlsruhe, workstation design with Halocline became 4x faster.

With VR, digital workstation design becomes everyday practice. You make weak points visible early, compare variants with clear metrics, and decide together. With Halocline, you start without CAD data, model with library objects, vary in VR and on the desktop, record movements and routes, check ergonomics, and document the results traceably. This lowers iteration costs, avoids late rebuilds, and stabilizes cycle times.

Want to validate your layout faster? Get started for free with Halocline Free and build your first workstation in 3D. For process analysis and the ergonomics check, get in touch and we'll show you the right scope.

Jana Steinmetzger

With her extensive sales experience, Jana Steinmetzger, Sales Engineer at Halocline, shows the value that VR-based factory planning creates for modern production environments.

Ein Mann mit VR Brille vor einem Monitor, auf dem dieLayoutplanungssoftware Halocline zu sehen ist.

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